Piston Extenders Follow-up: The Extension Sequence PROOF!

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  • Опубликовано: 15 май 2024
  • WATCH PART 1: • The Fascinating Math b...
    More about SoME3: some.3b1b.co/
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    -------------------------
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    0:00 Part 1 in the description!
    0:36 Better Extension Formula
    3:39 Extension Optimality Proof
    8:24 Extension Parallelization
    9:19 Lower Bound Symmetry
    10:21 Retraction Reversal
    10:50 Retraction Parallelization
    11:16 Subscribe!
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Комментарии • 285

  • @brandonmtb3767
    @brandonmtb3767 7 месяцев назад +652

    Minecraft Logic: Yea just push the block
    Math Logic: Actually you should push the air

    • @jacobpinson2834
      @jacobpinson2834 7 месяцев назад +98

      its funny how often in math you end up computing the answer for all the stuff you don't care about because its easier to find the difference between that and everything there than to just directly compute the answer for what you care about

    • @caspermadlener4191
      @caspermadlener4191 7 месяцев назад +36

      That's the value of a change in perspective.

    • @enderyu
      @enderyu 7 месяцев назад +35

      That is also part of minecraft's code logic, when you break a block, from the code's perspective you are just replacing it with air

    • @subarked1697
      @subarked1697 7 месяцев назад +22

      @@jacobpinson2834 the missile knows where it is because it knows where it isn't, by subtracting where it isn't to where it is...

    • @notlatif6214
      @notlatif6214 7 месяцев назад +6

      ⁠​⁠​⁠​⁠​⁠@@subarked1697 that missile only knows it where it isn’t.
      proof:
      A = {x | missile is not in x}
      B = {x | missle is in x}
      A - B = A
      (since A ∩ B = Ø)
      so the missle just know where it isn’t

  • @MisterAwesan
    @MisterAwesan 7 месяцев назад +226

    the 0 -> 1 thing is exactly why most programming languages start counting at 0. If the first piston is 0 it'd make sense to define that as a noop.

    • @barongerhardt
      @barongerhardt 7 месяцев назад +19

      There are 10 digits in decimal and they are 0 to 9. It turns out that in maths and programing it is often of value to recognize this relationship.

    • @ryanmccampbell7
      @ryanmccampbell7 7 месяцев назад +6

      @@barongerhardt I had the realization a while ago that technically we could define a 1-based instead of 0-based place value system. It's a bit weird though. It looks like 1, 2, ..., 9, X (10), 21, 22, ..., 29, 2X, 31, ..., 3X, ..., 99, 9X, X1, ..., X9, XX (100), 211. An interesting feature of this system is that any number can be prefixed with infinite 1's (instead of 0's) without changing its value. Also this is basically how we count years, decades, centuries etc.

    • @Starwort
      @Starwort 7 месяцев назад +2

      ​@@ryanmccampbell7it's also worth noting that this is a trivial digit exchange of the standard system; 0-8 → 1-9, 9 → X (or A as is more commonly used in bases requiring digits higher than 9)

    • @ryanmccampbell7
      @ryanmccampbell7 7 месяцев назад +2

      @@Starwort well almost but the numerical value is one more. So 1 is still 1.

    •  2 месяца назад

      ..

  • @growmode5015
    @growmode5015 7 месяцев назад +575

    matt has uploaded, i shall now binge watch every matt video for 30 hours

    • @smartydude727
      @smartydude727 7 месяцев назад +3

    • @Heyght
      @Heyght 7 месяцев назад +1

      AaaaaaaAaaaa

    • @tuxorials
      @tuxorials 7 месяцев назад +7

      Glad its not just me.. but its like that every fucking time

    • @tmanq
      @tmanq 7 месяцев назад +3

      Gonna do the same. It's a shame he doesn't have more subs. he makes really good vids and with more subs he could do this full time then more matt vids

    • @RedstoneAtNoLimits
      @RedstoneAtNoLimits 6 месяцев назад

      …😐

  • @paulkanja
    @paulkanja 7 месяцев назад +470

    At 3:06 you don't have to split the solution to 2 cases. You can just define 0 -> 1 as doing nothing

    • @joaopedromullerlima654
      @joaopedromullerlima654 7 месяцев назад

      You can also use "((n-1) mod 12) +1" as the formula if you want to completely generalize it

    • @pebandit1
      @pebandit1 7 месяцев назад +63

      Or you can do (n-1) mod 12 + 1. It’s gonna give you the same result as n mod 12 except for multiples of 12 where you would always get 12. Proof let n = 12k (bcs it’s a multiple of 12), then (n-1) mod 12 + 1 = (12k -1) mod 12 + 1 = (12(k-1) + 12 - 1) mod 12 + 1 = 12(k-1) mod 12 + 11 mod 12 + 1 = 0 + 11 + 1 = 12 . Now the only time you would get 0 ->1 is when n = 0… which wouldn’t be a valide piston extender anyway.

    • @kolskytraveller1369
      @kolskytraveller1369 7 месяцев назад

      @@pebandit1 (n + k - 1) mod k is a better formula for these kinds of situations, as it correctly produces a result for n = 0 without thinking about negative mods and uses less operations

    • @nanamacapagal8342
      @nanamacapagal8342 7 месяцев назад +4

      ​@@pebandit1 yeah that's what I was thinking of too

    • @Matyanson
      @Matyanson 7 месяцев назад +16

      How about numbering the pistons from 0?
      if there were 12 pistons, x would be 12 mod 12 = 0. making 0 -> 0 valid.
      n = 13: x = 1; 1 -> 0, 12 -> 0

  • @caspermadlener4191
    @caspermadlener4191 7 месяцев назад +502

    Thanks for covering my proof! I remember rushing to get some paper when watching this video in the middle of the night.
    I was really happy to discover the air trick. Not only did it solve a natural problem, but it also shows the value and beauty of a change in perspective.

    • @caspermadlener4191
      @caspermadlener4191 7 месяцев назад +69

      1. Pushing blocks forward is equivalent to moving air backwards.
      2. Air blocks keep their order, so each block has a fixed distance to travel, from 1 to n.
      3. Moving an air block k meter requires at least ⌈k/12⌉ pushes, so the minimal amount of pushes is ∑⌈k/12⌉, summed from 1 to n.
      4. This can be achieved by only moving one air block at a time, so this is the the exact minimum amount of pushes.
      5. The same logic works in reverse!

    • @GlyphMusicOfficial
      @GlyphMusicOfficial 7 месяцев назад +30

      I like this guy

    • @kaderen8461
      @kaderen8461 7 месяцев назад +18

      before i searched up what the IMO was, i just thought you were some old man and got VERY confused when i saw you were subscribed to robtop

    • @o_2731
      @o_2731 7 месяцев назад +4

      Great out of the box thinking, impressive!

    • @farpurple
      @farpurple 7 месяцев назад +3

      Good luck on your math journey!

  • @arcycatten
    @arcycatten 7 месяцев назад +71

    yooooo the follow up is here! very impressive work by everyone, especially matt for coming up with the concept in the first place :)

  • @CraftyMasterman
    @CraftyMasterman 7 месяцев назад +101

    aint no way after all that, the sequence is still the same speed in practice

    • @ThatOneHacker305
      @ThatOneHacker305 7 месяцев назад +21

      There is a way if you stop using those dumbass android looking emojis

    • @pocarski
      @pocarski 7 месяцев назад +6

      @@ThatOneHacker305 please forgive him, he's a zoomer

    • @marcusthegamer348
      @marcusthegamer348 7 месяцев назад +13

      @@pocarski Bro I'm a zoomer and I'm never gonna be using that goofy shit lol

    • @bellenesatan
      @bellenesatan 7 месяцев назад +6

      ​@@ThatOneHacker305not "thatonehacker305" talking about cringe 💀 glass houses aren't very durable

    • @ThatOneHacker305
      @ThatOneHacker305 7 месяцев назад

      @@bellenesatan we all have the cringe google account or gamer tags bro

  • @firedropcutie
    @firedropcutie 7 месяцев назад +41

    Could you do a part 3 where you show how to set up the wiring and why it works?

  • @joaopedromullerlima654
    @joaopedromullerlima654 7 месяцев назад +33

    Two proofs for the sums beeing equal:
    There's actually a pretty simple visualization to demonstrate why both of those sums result in the same values.
    If you number the pistons in the extension formula in reverse order and then calculate how many times each piston `k` is pushed, you'll end up with `ceil(k/12)`, which is exactly the same formula as defined for the lower bound
    There are also some useful tricks in the actual maths of analyzing the summations... pretty commonly you can rewrite these basic-ish sommations as a more straight forward algebraic formula, usually by using the definition of sum(1->n)=n*(n+1)/2.
    For the sum(1->n) of ceil(k/12), you can achieve that by separating it into two parts: part 1 includes all numbers up to the biggest multiple of 12 that's smaller than n, and part 2 includes all numbers after that
    Let's define the biggest multiple of 12 that's smaller than n as:
    a = n - (n mod 12)
    And let's also define b = a/12
    With that, we can define part 1 as
    #_1 = 12*(1+2+...+b) = 12*sum(1->b) = 12*(b*(b+1)/2) = 6*b*(b+1)
    And logically we can also define part 2 as
    #_2 = (n mod 12) * (b + 1)
    Therefore we conclude that # = 6*b*(b+1) + (n mod 12)*(b+1)
    If you apply similar logic to generalize the extension formula, you'll end up with exactly the same, which actually makes a lot of sense when you think of the visualization from before
    -- Extra:
    This is essentially the same method as spoon used, but generalized to be in terms of just n
    If anyone's curious, here's the formula with 'b' expanded:
    # = 6*b*(b+1) + (n mod 12)*(b+1)
    # = (6*b + (n mod 12))*(b+1)
    b = (((n - (n mod 12))/12)
    # = (6*(((n - (n mod 12))/12) + (n mod 12))*((((n - (n mod 12))/12)+1)
    Desmos: www.desmos.com/calculator/drkl53v9gq

    • @nicolafoudre
      @nicolafoudre 7 месяцев назад +4

      RUclips should implement a LaTeX compiler for the comment section

  • @Purplers
    @Purplers 7 месяцев назад +12

    mathbathwings > mattbatwings

  • @BrianSpurrier
    @BrianSpurrier 7 месяцев назад +2

    If you want to write the lower bound in a closed form without summation it would be
    ceil(n/12)*(n-6(ceil(n/12)-1))
    This is approximately equal to
    n(n+12)/24

  • @school6268
    @school6268 7 месяцев назад +7

    An interesting note about parallelizing the retraction sequence:
    The parallelized retraction for 7 is this:
    1
    21
    321
    4321
    5321
    654321
    7654321
    As you mention in at 10:21, the reverse of this retraction sequence also works. At 9:00, you also mention that the two extension sequences are the same length when parallelized, even though one is shorter, because they have the same number of sequences and the length of the last sequence is the same.
    But here, between the previously mentioned retraction sequence for 7 and its inverse, the lengths of the last sequences are different! In fact, all of them are different lengths. Parallelizing the flipped sequence the same way gives this:
    1234567
    123456
    123456
    12345
    1234
    123
    12
    1
    This point is better demonstrated with a monospace font, but you can still pretty trivially see that this parallelization only takes n retractions to fully retract! But that should be impossible, right? So what gives? Well, it turns out that for both versions of the parallelized extension sequence, each of the simultaneous piston firings are 13 apart (except for in the last row of the un-optimized version). For example, the sequences for 43 start out as:
    4 3 2 1
    16 15 14...
    28 27...
    40...
    12 11 10 9...
    24 23 22...
    36 35...
    40...
    As you can see, they are all exactly 13 apart except for the last row of the unoptimized sequence, but the gap is still greater than 1. But for the parallelized version of the flipped retraction sequence, this isn't the case! As you can see, each simultaneous piston firing in that instance is 1 apart. But it isn't possible to fire pistons 1 and 2 simultaneously, because firing 2 requires that 1 not be firing! So therefore this sequence is impossible, and this the contradiction we were looking for.
    I don't have the time to even really think of a proof of the following, but I would bet that if you found a way to optimally stagger the parallelized reversed retraction sequence, that staggering would lead to a retraction of the same length as the original sequence.

  • @jtw-r
    @jtw-r 7 месяцев назад +1

    These two videos were amazing! Thank you for participating in SoME!!

  • @lonelyboioroko8003
    @lonelyboioroko8003 5 месяцев назад +1

    I freaking love stuff like this. It helps unite communities over simple concepts that become more and more incredible as you expand on them. Math has always fascinated me, so finding this channel really helps me enjoy the wide variety of uses for math. Thank you.

  • @sodiboo
    @sodiboo 7 месяцев назад +15

    2:46 You don't need a separate case. Modular arithmetic (mod m) gives you an equivalence relation with m groups, and by convention, when used as an "operator", you get the smallest nonnegative element in the equivalence group. You can instead say that it should give you the smallest positive element, in which case 0 is congruent to 12 (mod 12).
    This fails for the case of n=0, where it gives the sequence of 12->1 with zero pistons. You could instead, use the original formula, and define 0->1 to be an empty range, containing no pistons to extend, and as such is a no-op. then the next piston group will be 12->1 unless n=0, in which case we are done and got the correct no-op answer.

  • @MrCanKnotNot
    @MrCanKnotNot 7 месяцев назад +10

    I can't wait to see how the rest of the redstone community fully utilize this formula technically piston extenders will be insane

    • @emilioreyes7369
      @emilioreyes7369 6 месяцев назад +1

      ElRichMC from Spanish Community got a Command Block in Survival Mode using technical knowledge, I wonder if you could do other crazy stuff by bringing Math into the game.

  • @choonyongtan5671
    @choonyongtan5671 7 месяцев назад +10

    Thanks for making another video to further explain pistone extenders ❤

  • @koningpino6030
    @koningpino6030 7 месяцев назад +4

    You just gained a sub because you helped rekrap. You make awesome content.

  • @enpeacemusic192
    @enpeacemusic192 7 месяцев назад +6

    Hell yeah love that you made a follow up

  • @taakotuesday
    @taakotuesday 7 месяцев назад +1

    Glad you did a follow up, this one definitely has a lot more interesting insight.

  • @rhythmatician4411
    @rhythmatician4411 6 месяцев назад +1

    Now we have everything we need to make the fastest infinite piston extender possible!

  • @Lynixity1
    @Lynixity1 5 месяцев назад

    CONGRATS FOR 150K SUBS!!!

  • @nif4345
    @nif4345 7 месяцев назад +4

    1:18 the retraction lower bound can be simplified further to the kth triangle number

  • @indyplaygames3066
    @indyplaygames3066 7 месяцев назад +1

    this man is so underrated tbh

  • @iansarmiento23
    @iansarmiento23 7 месяцев назад +4

    You got some funny words magic man.

  • @lukasalbert417
    @lukasalbert417 7 месяцев назад

    thanks for the follow up !

  • @mhtsakosk
    @mhtsakosk 7 месяцев назад

    Yooo Matt love your vids

  • @jacobgladieux4608
    @jacobgladieux4608 7 месяцев назад

    Great vid man!

  • @rogelioayus
    @rogelioayus 7 месяцев назад

    Not sure why am here and watching a math video like in my school, but crazy thing is, this math lesson doesn’t let me sleep like in school

  • @cankgaming6673
    @cankgaming6673 7 месяцев назад +1

    yay matt has uploaded yet another video in 2 weeks

  • @SteamedArrow
    @SteamedArrow 6 месяцев назад +1

    The fun part about this video being recommended to me is that I did this exact thing on some random Minecraft server's creative plot but with observers. I only remember that the extension was really easy but I had to build a huge & complicated triangular tower of observers and hoppers for retraction. I didn't do any math with it tho so I don't know if I did the most optimal method.

  • @freewyvern707
    @freewyvern707 7 месяцев назад +1

    Ironically the mistake makes the video better.
    The first video, despite the mistake, is still a good educator for sequences.
    This video is a food educator for proofs.

  • @mkpoutato5789
    @mkpoutato5789 7 месяцев назад

    Another great video by mattbatwings

  • @StarWarsExpert_
    @StarWarsExpert_ 6 месяцев назад

    Great Video, Mattbatwings.

  • @spiralspark8523
    @spiralspark8523 17 дней назад

    You and everyone in your community is so cool

  • @couch_enthusiast8915
    @couch_enthusiast8915 5 месяцев назад +1

    This is an old video but I'm so glad you made a video covering the "better extension formula" Watching the original I felt like I was going crazy.
    Making this video is so good because there are a handful of math youtubers who refuse to admit their mistakes. *cough cough -1/12

  • @EighteenCharacters
    @EighteenCharacters 7 месяцев назад

    You already had my like... But now you come back for my heart!? Fine... Take it!

  • @Yuvallyly
    @Yuvallyly 7 месяцев назад

    My math is rusty so it took me a bit if rewinding and thinking to understand this, but it's a nice vid. Now I don't need to be fully focused when building a piston extender, if I'll ever need one.

  • @stymlice2332
    @stymlice2332 6 месяцев назад +1

    Bro did not only write a proof, but also made it a latex document in 10 minutes

  • @ziemmniaczek
    @ziemmniaczek 7 месяцев назад +1

    A note on retraction formula:
    You don’t need to use a fancy sum notation for this one, because Σ(k = 1, n) k is equal to n(n+1)/2.
    Proof:
    Base case (n=1):
    Σ(k = 1, 1) k = 1 = 1(1+1)/2
    Assume this is true for some n, we will now look at what happens for n+1
    Σ(k = 1, n+1) k = n+1 + n(n+1)/2 = [2(n+1) + n(n+1)]/2 = (n+1)(n+2)/2 QED
    Fun fact, we can also represent this as a binomial coefficient C(n+1, 2). This is not a coincidence, but the proof would be too long to write on a yt comment.

  • @Sebastian-xb5hj
    @Sebastian-xb5hj 4 месяца назад

    In case it hasn't already been covered: You can probably simplify the math by first covering the cases of infinite Push Limit (PL) and PL equal to 1, and then for the case of PL = n, we can think of the chain as a PL = 1 system within which a unit block is an n block segment that is, itself, a kind of localised system with effectively infinite PL.

  • @fgrey-
    @fgrey- 7 месяцев назад

    this just inspires me to code something

  • @Valferno_
    @Valferno_ 5 месяцев назад

    new viewer, my head hurts but its undeniably entertaining:)

  • @choonyongtan5671
    @choonyongtan5671 7 месяцев назад +1

    New mattbatwings video dropped

  • @fakestiv
    @fakestiv 7 месяцев назад +3

    Man, minecraft videos really are something else today...

  • @ItsZ5
    @ItsZ5 7 месяцев назад

    Ty for helping rekrap u earned a sub

    • @zjow1835
      @zjow1835 7 месяцев назад

      same here

  • @Caroline-yz8tk
    @Caroline-yz8tk 7 месяцев назад

    Mattbatwings even makes proofs interesting

  • @MichaelDarrow-tr1mn
    @MichaelDarrow-tr1mn 7 месяцев назад

    can't believe you didn't know this simple trick for adding up sums of positive integers:
    The sum of a set of positive integers is the number of numbers that are at least 1 + the number of numbers that are at least 2 + the number of numbers that are at least 3 and so on.

  • @amongus_pvp
    @amongus_pvp 7 месяцев назад

    Ily matt

  • @Barteks2x
    @Barteks2x 7 месяцев назад

    Would be interesting try to figure out the optimal parallelization (total time) under the constraint that, at least in java edition, only max 65536 redstone updates can occur in the same tick, and anything beyond that occurs on the next game tick (the exact way in which to count them I don't know exactly, but the limit is in the code)

  • @BvSchagen
    @BvSchagen 7 месяцев назад

    i came up with an idea for a cinema in vanilla minecraft. you take a screen and attach 1000's of roms, then you start the redstone signal with repeaters and they go in a sequence like a movie

  • @CrystalLily1302
    @CrystalLily1302 7 месяцев назад

    Yeah I mentioned in a comment thread that the original formula gave "optimal" sequences in terms of time with parallelization so I feel like the shorter sequences aren't really more optimal in a practical sense since it takes the same amount of time

  • @TheOGCreeper
    @TheOGCreeper 7 месяцев назад

    great video

  • @qfurgie
    @qfurgie 7 месяцев назад

    sent this to my algorithms professor. hopefully i get extra credit

  • @woosix7735
    @woosix7735 6 месяцев назад +1

    Intersting to note: for retraction, the non parallel version uses n(n+1)/2 extensions (the sum of k from 1 to n), so that is O(n^2). the parallel version finishes when the longest subsequence(so length n) finishes, and the longest subsequence starts at time n, so in total it takes 2n= O(n) time. This is quite an impressive improvement!
    I think there is more work to be done on this question: is the parallel retraction/extension optimal? (in the sense that it take minimal time)

  • @kaz49
    @kaz49 7 месяцев назад

    Holy moly how did that guy explain that entire proof in a single comment plus no easy way to type math

  • @dirk8472
    @dirk8472 7 месяцев назад +1

    one of the most important things I learned during engineering classes is that I am always be wrong in the first try .. sad .. but true

  • @BenKarcher
    @BenKarcher 7 месяцев назад +4

    now we just need to prove that the parallel sequences are optimal as well. Note that in the video you said that since the sequence is optimal and shifting each row by one is the optimal way to make it parallel that's optimal, but this is in fact wrong. Since the optimal single threaded sequence is not unique and there may (or in this case are) many sequences that achieve the same lower bound one of them may be more efficiently parralizable. For example by having longer rows earlier to get some more overlap

  • @Vaigg8
    @Vaigg8 7 месяцев назад +2

    I would have just reversed the retraction sequence for the extension sequence.
    What I did once everything was parallelised was marked which pistons extend/retract at what time.
    The extension over time graph for the extension sequence is a mirror image to the retraction sequence.

    • @SpencerTwiddy
      @SpencerTwiddy 7 месяцев назад

      Can’t an extension push a ton of things at once, while a reversed retraction can’t?

    • @Vaigg8
      @Vaigg8 7 месяцев назад

      I assume it would still do the same amount of work with just a different method. This is my preference and I thought I would share.

  • @jkls3sk620
    @jkls3sk620 7 месяцев назад

    Most Redstone creators are very good at giving credit

  • @drdilyor
    @drdilyor 7 месяцев назад

    I assumed that you presented suboptimal algorithm in the previous video just for the content sake (mainly because I came up with the optimal algorithm instantly with intuition, as i'm an ioi participant), but since you made whole video for that, this contradicts my assumption :) keep up with awesome videos like this and the previous

    • @ThomasEdits
      @ThomasEdits 7 месяцев назад

      bro is a living kpop group
      I.O.I - Wikipedia
      South Korean girl group

  • @evan.w8
    @evan.w8 7 месяцев назад

    Matt: uploads
    Me: 🫨🫨🫨🚨🚨🚨

  • @Jimathythedude-lk9pr
    @Jimathythedude-lk9pr 5 месяцев назад

    you should make a animation tablet sort of thing with redstone, where you should be able to draw different frames and then put them together and play them.

  • @toblobs
    @toblobs 7 месяцев назад +1

    That thumbnail is exactly what Matt will say on his deathbed

  • @Rignchen
    @Rignchen 7 месяцев назад

    the reason I didn't scream in the last episode is because once parallized the methode you showed today is he same size as last time so it was the same speed

  • @N1gxtm4r3
    @N1gxtm4r3 7 месяцев назад +1

    I bet someone could make a Programm were you put in the distance you want to move a block and it gives you the best possible extension and contraction sequence

  • @vetres3
    @vetres3 6 месяцев назад

    Now with the new copper light bulb you can power the piston way faster since it has 1 tick delay and almost every other piece of redstone runs at even ticks, but sticky piston can be powered every 3 ticks.

  • @twwilight_gaming3172
    @twwilight_gaming3172 2 месяца назад +1

    Its a pretty simple proof by the method of induction. I’m outside right now so i just got the rough idea of the proof in my head and can’t really pen it down, but it does seem to prove it in my head. I’ll make sure to write it down in reply to this comment in some time

    • @twwilight_gaming3172
      @twwilight_gaming3172 2 месяца назад +1

      Yeah so here’s the proof: try to keep up lol induction is one of the easiest methods to prove something in math according to me.
      Also a small notation, i’ll use sum (i=1 to n) (something) to represent sigma notation for summation
      Here’s how it goes:
      Step 1: basic step- prove your formula works for n=1
      Step 2: assumption step- ASSUME that your formula is true for n=k
      Step 3: induction step- using the assumption from step 2, prove that your formula works for n=k+1
      Now, in order to prove this, we need to come up with a formula for the number of extensions used in the newly implemented sequence. Let’s say the number of pistons is n. Hence the number of extensions is (n%12)+((n%12)+12x1) + ((n%12) + 12x2) +…+n
      The number of terms here is clearly (floor(n/12) + 1) terms of (n%12) plus 12x (1+2+3+…+ floor(n/12))= 12x (floor(n/12))(floor(n/12)+1)/2 = 6 x floor (n/12) x (floor(n/12)+1)
      Hence the formula is:
      (floor (n/12)+1)(n%12)+6(floor(n/12)(floor(n/12)+1)
      =(floor(n/12)+1)(n%12 + 6floor(n/12))
      Now to prove:
      (floor(n/12)+1)(n%12 + 6floor(n/12)) = sum (i=1 to n ) ( ceil (i/12)) [optimal number of extensions]
      STEP 1: for n=1, its easy to prove just put n=1 and LHS =RHS=1
      STEP 2: According to process of induction, for n=k, we’ll assume
      sum (i=1 to n) (ceil(i/12)) = (floor(k/12) + 1)(k%12 + 6 floor (k/12))
      STEP 3: to prove:
      Sum (i=1 to k+1) (ceil (i/12)) = (floor ((k+1)/12) +1) ( (k+1)%12 + 6floor ((k+1)/12)
      LHS can be rewritten as
      Sum (i=1 to k+1) (ceil (i/12))= Sum (i=1 to k) (ceil (i/12)) + ceil ((k+1)/12)
      Using our assumption from step 2, this can be written as:
      (floor (k/12)+1)(k%12 + 6floor(k/12)) + ceil ((k+1)/12)
      To prove:
      (floor (k/12)+1)(k%12 + 6floor(k/12)) + ceil ((k+1)/12)
      = (floor ((k+1)/12) +1) ( (k+1)%12 + 6floor ((k+1)/12)
      Now, there are three cases:
      CASE 1: k=12*x (k is a multiple of 12)
      Here,
      Replace ceil (k/12) and ceil ((k+1)/12) with x, floor (k/12) and floor ((k+1)/12 by x-1, k%12 by 0 and (k+1)%12 by 1 and after substituting the values this becomes really easy to prove
      LHS and RHS reduce to 6x^2 + 7x+1
      Case 2: k=12*x-1
      Replace ceil (k/12)=ceil((k+1)/12)= floor ((k+1)/12)= x, floor(k/12)=x-1, k%12=11 and (k+1)%12=0 and this also becomes easy to prove,
      LHS and RHS reduce to 6x^2 + 6x
      Case 3: k=12*x-b, where b can be anything from 2 to 11
      Replace floor (k/12) and floor ((k+1)/12) by x-1, ceil (k/12) and ceil ((k+1)/12) by x, k%12 by 12-b and (k+1)%12 by 13-b and its easy to prove
      LHS and RHS reduce to 6x^2 + (7-b)x
      Thanks for reading till the end and hope you found this helpful
      Ps. It took me more time to type this out than to actually come up with a proof lmao i’ve been typing for like 20 minutes now

  • @adamfreed2291
    @adamfreed2291 7 месяцев назад

    I'd really like to see how the sequence works if you calculate it in terms of the position you'd have to power redstone at, rather than what number piston is being powered. After all, the redstone itself is stationary.
    I'd also like to know the time complexity of your retraction and extension algorithms. How fast are these algorithms as the number of pistons scales up?

  • @nouche
    @nouche 7 месяцев назад +1

    I was understood a lower bound is an easy enough concept to calculate that just tells us what number we can't possibly go lower than, but not necessarily _reach_ that lower bound every time in practice.
    So what was done in this video is like… a little more than your usual lower bound finding work (the original video with its naive approach was better in that regard). We essentially just found a lower bound AND an algorithm that just so happens to always produce it.
    We're kinda doing the same thing, it's like- basically I wouldn't have used the term _lower bound,_ even though it technically is one. Finding the lower bound and proving that's what the algorithm does really are just two sides of the same coin and it's essentially the same job: proving the algorithm is minimal directly.
    The proof seems to work alright, but I guess it can confuse people about how you'd usually articulate mathematical reasoning with lower bounds, as they are usually used for something different, more basic and less optimized. However, the reasoning for proving that this algorithm is one that is optimal (there are multiple) is a pretty good one, I just think it should be repackaged.

  • @blakewendland8378
    @blakewendland8378 7 месяцев назад

    I really would have liked you to go over the frog man and spoon proof more!

  • @peyratcharles444
    @peyratcharles444 7 месяцев назад

    Hey, you might want to know that there is a nicer formula for the retraction lower bound.
    The sum of all k for k = 1 up to n is actually n(n+1)/2
    Quick and dirty proof : double the sum, adding it to itself in reverse. You are allowed to reorder the terms of the addition, so put one of the sum in reverse. You get
    2LB(n) = 1+2+..+(n-1)+n
    +n+(n-1)+...+2+1
    matching n with 1, n-1 with 2, n-2 with 3 etc... all these couples added together are individually equal to n+1, and you get n of them, so 2LB(n) = n(n+1)

  • @Youcanatme
    @Youcanatme 6 месяцев назад

    This should be the redstone community developing with mathematical proofs

  • @user-mf4wh4vh1b
    @user-mf4wh4vh1b 7 месяцев назад

    Love the thumbnail

  • @sighmon5640
    @sighmon5640 7 месяцев назад

    9:34 once again i am mentioning you could still use the 1 tick pulse to retract. as it just toggles states on sticky pistons

  • @omayoperations8423
    @omayoperations8423 7 месяцев назад +2

    That proof was genius

  • @Tello3
    @Tello3 Месяц назад

    Hi, I got inspired and i believe i found another algorithm for optimal extension. I only did some testing with n = 29. By always taking the last (highest index) piston that can extend(doesnt have too many blocks in front) i needed 51 extensions, which matches the lower bound calculated with n = 29 and your formula. Not sure how it would work in parallel though.

  • @Pilug404
    @Pilug404 3 месяца назад

    I am going to make another comment eventually but I am working on a command block contraption that uses the test for command and setblock command to make a great demonstration on piston extenders and this should help clear up the math too

  • @flyingskybanana858
    @flyingskybanana858 7 месяцев назад

    Here's an exact formula for the minimum number of piston pushes. Past it into desmos
    f\left(x
    ight)=\operatorname{floor}\left(x
    ight)-\operatorname{floor}\left(\frac{x}{12}
    ight)+\sum_{i=0}^{\operatorname{floor}\left(x
    ight)}\operatorname{floor}\left(\frac{x-i}{12}
    ight)
    Here's a really really good approximation for the algorithm, \operatorname{ceil}\left(\frac{x\left(x+12
    ight)}{24}
    ight). The summation seems to be a sort of sum of series like 1 + 2 + 3 + ... which is why this is so similar to it's closed formula.

  • @AzeroRed
    @AzeroRed 7 месяцев назад

    The math here is really cool. I made a 3x4 infinite piston extender recently, its on my channel.

  • @kaiperdaens7670
    @kaiperdaens7670 6 месяцев назад +1

    Yeey I was right in the comments of the other video, for extension of 13 the one that is like:
    1; 13->1

  • @zygort
    @zygort 7 месяцев назад

    Matt should make an old dvd screensaver out of redstone

  • @FaonPage
    @FaonPage 7 месяцев назад

    This looks very obvious when you have the answer but math is the prime exemple of why it isn't obvious at all when you start from scratch on a problem like that. And I find the intuition of mathematicians very impressive on those kinds of problem, it's just a simple sentence for them as they speak another language we need dictionaries to analyse sentence word by word.

  • @Benja.____
    @Benja.____ 7 месяцев назад

    Awesome

  • @mt.penguinmonster4144
    @mt.penguinmonster4144 7 месяцев назад

    Could the pull limit be increased by using slime blocks to retract more pistons at once?

  • @Saxophonin
    @Saxophonin 7 месяцев назад +1

    Surely if the main issue that limits speed of parallelisation is n -> 1 you should be trying to find a way to always allow n -> 1 as soon as possible.

    • @beep6844
      @beep6844 5 месяцев назад

      Just count pistons from 0 instead of 1

  • @senseFD
    @senseFD 7 месяцев назад +10

    his videos are one of the last ones that can entertain me

  • @milenasaldan
    @milenasaldan 5 месяцев назад +1

    I have a idea of redstone game: tank battle: you're a tank with 3 others tanks who yours enemys you can fire and destroy the tanks like they can with you and when you destroy one of them hi repair and you can destroy the amos with yours but if you want make it simple :)

  • @stanleydodds9
    @stanleydodds9 7 месяцев назад

    As a technicality, what most programmers called the "modulo" operation is not really the same as what "modulo" means in mathematics.
    In mathematics, something like "40 mod 12" does not mean the integer 4, nor does it mean any other single integer. Instead, "40 mod 12" means the *equivalence class* of integers congruent to 40 modulo 12. In other words, it means the whole set {... -20, -8, 4, 16, 28, 40, ...}. These sets are not integers, but they are "numbers" in a different system; they are elements of the ring Z/12Z in this case, which means the integers quotiented by the ideal 12Z.
    In computer science, most people use something called "modulo" or "mod" or "%" to find what mathematicians would call the "remainder of Euclidean division". Euclidean division is the process by which if we have integers a and b (with b > 0, for convenience), we can always find a unique pair of integers q and r with 0

  • @fasty93
    @fasty93 7 месяцев назад

    Hey mattbatwings, I was wondering if you could tell me how you use barrels as signal strength?
    How to, and also if its bedrock compatible. thx

  • @CoderKrill440
    @CoderKrill440 7 месяцев назад +2

    Something that is cool to highlight is how you choose what you want to optimize for. Using the video as an example, would you rather optimize for
    1: Time of extension in ticks.
    2: Number of extensions (to reduce lag maybe)
    In this case, it just so happens that optimizing for condition 2, simultaneously optimizes condition 1 but this often isn't the case. Usually optimizing one variable comes at the cost of another.
    Choosing the variable, or set of variables, to optimize for is a very important part of the problem that many people either implicitly consider, or don't consider at all.

  • @GERARDO-bg3bx
    @GERARDO-bg3bx 7 месяцев назад

    Hi matt I was wondering if you could make the piston extender vertical with full retraction too

  • @cliptracer8980
    @cliptracer8980 6 месяцев назад

    Yes flying machines need 2 piston 2 observers and 2 slime blocks with obsidian at the start and end points. Or they never stop. Entire homes pushed across the map

  • @xelspeth
    @xelspeth 7 месяцев назад

    It's funny, the values from the proof (4x4 + 3x12 + 2x12 + 1x12) can visibly be seen in the solution I proposed for last video N->1 but if N > 12 you first have to move 12,2*12,3*12,...,12*(N-N%12)/12
    Which ends up looking like
    12,24,36,40
    12,24,36,39
    12,24,36,38
    12,24,36,37
    12,24,36
    12,24,35
    12,24,34
    ...
    And here we have 4 steps length 4, 12 steps length 3, 12 steps length 2 and 12 steps length 1

  • @nngnnadas
    @nngnnadas 7 месяцев назад

    n mod 12 = 0 is not really an issue. Either you define the mod to go from 1 to 12 instead of 0 to 11, or you treat 0 -> 1 as an empty operation / zero-step loop, which is also logical.

  • @allengrove1864
    @allengrove1864 7 месяцев назад

    Yooooo cool

  • @MidnightDoom777
    @MidnightDoom777 7 месяцев назад

    does this work for retraction? I'm assuming not, but something similar to this in that direction would be cool.

    • @caspermadlener4191
      @caspermadlener4191 7 месяцев назад

      The proof works, but need to push multiple pistons at once with the extension, which doesn't retract in the same way.

  • @nouche
    @nouche 7 месяцев назад +1

    Have we made proofs that all parallelized sequences for both extension and retraction which are produced this way will always be optimal parallelized sequences?

  • @hakkesaelger
    @hakkesaelger 3 месяца назад

    that thumbnail though!

  • @ikerroman2738
    @ikerroman2738 5 месяцев назад +1

    hey bro, that pack you use only works for java or for bedrock, I wanted to see if you would make that texture for us but for bedrock